I've said it multiple times before, and I'll say it again: the soundtrack is fantastic. What pain that it's attached to such a broken game, what pain...
If tomorrow I'm diagnosed with terminal cancer and get to enter into some sort of make-a-wish deal, like they have for kids, I'll be spending that wish by forcing Harebrained Scheme to create another Shadowrun game, this time with Kevin Balke working on the soundtrack.
did this get cut?
Having too low of Logic or being illiterate means all text in the game is garbled. We made all the text in the game dynamic so far as to make this full-stop:
That concept made it into the game. If you don't invest enough in your Learning attribute, various texts are indeed garbled to varying degrees. But during my playthrough this seemed true only for non-essential text, i.e. flavor text or road signs. Every bit of crucial text was clearly readable no matter what.
Unfortunately, I suspect the devs painted themselves into a corner, as it's a neat idea but one that requires a lot of thought and planning to be executed properly. For example there's a point where you need a key to enter the Temple Of The Faith, and if I remember correctly said key is being held by Sora, whose location—an unhackable code-locked appartment—you can only learn by reading a piece of paper. In the game as it is now, if your character couldn't read that information, you could not progress further unless you're willing to brute-force every code or puzzle in the game.
14 art style changes.
I'm not sure if I entirely understand the combat system they went with. It still has simultaneous execution I think? But actions are no longer linked to time and instead abstracted away? Hard to tell without playing.
It's damnably late and I can't sleep and I've a jackhammer-like headache that's working overtime, so apologies if what follows isn't clear enough.
The short of it is: think of Grandia with a couple of tweaks.
The longer version is that, basically, every actor in a fight—including you of course—has his own time-based turn. Also, various actions take various amount of time to execute, and projectiles like bullets take time to travel. All that is somewhat centered around your own turn. So what happens is that when combat is initiated everyone rolls for initiative, and time/combat freezes only when comes your turn to act. You announce your action, then time resumes its flow and so everyone—again, including you—resumes their asynchronous actions.
It's... a bit chaotic. Like most everything in Mechajammer, the idea is neat but suffers from bad implementation.
It could be interesting; if I could tell, clearly tell, that an enemy is raising his arm to throw a grenade, I could decide to run out of the way. But between the muddy graphics, the weird models, and the poor animations, it's often impossible to tell whether an ennemy is walking or readying some action or even
what action they're currently undertaking. Add terrible balance and the almost complete absence of things like crowd control, and you end up with a weird mess in which straigth damage wins everytime.
Now on a related subject, this bit you quoted
Recently in another thread I gave an example of how the use of grenades will likely differ from straight turn-based (or phase-based). In turn-based games usually you select a grenade, click where you want to throw it and the animation plays and you deal some damage to targets in the area of effect. In Copper Dreams, grenades will take time to throw and time to explode, so if you just throw a grenade at some enemies, they might move out of the AoE explosion radius if their turn is coming up soon - so you will have to use strategy, tactics, movement and positioning to make your grenade throws count.
is painful, painful indeed. Putting aside the usual confounding-cum-conflation of the words 'strategy' and 'tactics', and the fact that 'movement and positioning'
is 'tactics', well, there's none of that whatsoever when it comes to grenades.
Because if you throw a grenade on the ground, it explodes fine and well. But if you throw a grenade straight into an enemy's face, intending to douse him in flaming chemicals... the grenade doesn't explode. Instead it acts as if a thrown rock in that it inflicts something like 1d6 damage. So even if the combat was backed by clear visuals, it would still be crippled by stupid bugs like this one—which I reported, before noticing that others had already done so on the Discord channel, months prior.